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Explore the mysteries of outer space with your trusty ship and intrepid crew.

By Patrick Bunch

SPACE OPERA

Explore the mysteries of outer space with your trusty ship and intrepid crew. SETUP 1. Randomly determine and record the 6 Ships Systems from the Ship Systems Table. 2. Randomly determine and record the skills of your 6 Crewmembers: a. Captain has 3 skills, one from each skill Table. b. Science Officer has 2 skills, one from Command and one from Science Table. c. Chief Engineer has 2 skills, one from Command and one from Technical Table. d. 3 Specialists with 1 skill each: roll 1D6 (1-2 Science, 3-4 Technical, 5-6 Ship Systems) 1D6 1 2 3 4 5 6 Command Skill Integrity Diplomacy Cunning Security Combat Roll on Ship Systems Table Ship Systems 1D6 1 2 3 4 5 6 1-4 Ship Shields Ship Weapons Ship Speed Computers Astrogation Pick one 5-6 Physics Security Biology Cunning Diplomacy Pick 1 & roll again Scientific Skill Physics Medical Biology Communications Psychology Roll on Ship Systems Table Technical Skill Engineering Computers Astrogation Roll on Ship Systems Table Roll on Ship Systems Table Pick one

TURN SEQUENCE 1. Mission Phase 2. Action Phase a. Threat b. Mishap c. Result Success/Failure OBJECTIVE Complete 10 Missions in the shortest time possible. MISSION PHASE If you decide to remain at Starbase, you may replace any killed Crewmembers and repair any Ship damage. ACTION PHASE 1. Roll once on the Mission Table. 2. Roll twice on the Aid Table (results increase your skills). a) If you decide to go on the Mission, you must first encounter 1D6-3 Threats. The Threats are resolved one at a time. Roll on the Threat Table for each Threat. b) For each Threat, roll twice on the Mishap Table. Mishaps decrease your skills. The Mission may be resolved after all Threats are successfully overcome. If your crew and ship have Skills and Systems that match those of the Threat/Mission, you automatically overcome/complete it successfully. c) If you do not have the required skills you fail the Threat/Mission: roll on the Failure Result Table. 3. Your turn ends. Keep track of all successfully completed missions.

MISSION TABLE D10 1 2 3 4 5 6 7 8 9 10 Deliver Vaccine Nebula Gas Samples 1-2 Medical Physical Science Evacuate Colony Strange New World Mediate Dispute Repair Satellite Border Patrol 3-4 Ship Speed X2 Biology + Physics Chart Star Cluster Diplomatic Mission 5-6 Astrogation X2 Diplomacy X2 Diplomacy + Integrity Communications X2 Security + Communications Engineering Medical + Psychology Security + Cunning Security + Astrogation Physics + Diplomacy

Prisoner Transfer Security X2 Trade Negotiations Rescue Mission Monitor Primitives Reconnaissance Plague Ship Espionage Mission Investigate Alien Ruins Diplomacy + Cunning Medical + Security + Engineering

Diplomacy + Peace Talks Communications Engineering Ship Shields + Ship Weapons First Contact Intercept Smugglers

Communications Distress Signal + Psychology Astrogation + Security Medical + Ship Weapons Cunning X2 Escort Bug Hunt Survey Mission

Communications Salvage Space + Ship Speed Hulk Ship Speed + Ship Weapons Combat + Biology Astrogation + Physics Ship Speed + Ship Weapons Assist Refugees Apprehend Criminal Lost Ship Forbidden Planet

Communications Pursue Military + Engineering Raiders

AID TABLE D12 1 2 3 4 5 6 7 8 9 10 Medikit Navigation Beacon 1-2 Medical Astrogation Antidote Star Charts Frequency Modulation Convincing Bluff Logic Alien Warning Buoy Psychological Profiles Surprise Attack Codebreaker Rules of Engagement Active Scan MultiPhaseic 3-4 Medical Astrogation Ship Shields Diplomacy Cunning Anti-Matter Torpedo The Slingshot Effect Reboot Brilliant Oration Inspiration 5-6 Ship Weapons Ship Speed Computers Diplomacy Cunning Biology Psychology Combat Security Integrity Cunning + Security Computers

Special Maneuver Ship Speed The Right Tool Outwit Linguistics Psychometrics Analysis Martial Arts Life Form Scan Experimental Data Engineering Cunning Communications Psychology Combat Security Physics Security Ship Weapons

Communications Labkit Psychology Combat Security Integrity Physics Ship Shields Poignant Revelation Instincts Red Alert Humanity Time Travel Windows 2300

11 Passive Scan 12 Phaser Banks

THREAT TABLE D24 1 2 1-2 Gravitic Anomaly Meteor Shower Physics + Astrogation Ship Shields + Ship Weapons Ship Weapons + Ship Shields or Security + Combat Cunning Engineering + Physics Supernova Solar Flare 3-4 Ship Shields + Black Hole Ship Speed Ship Shields X2 or Astrogation + Wormhole Ship Speed Cunning + Integrity Engineering or Physics Security + Medical Psychology + Diplomacy or Combat + Security Biology + Cunning Biology + Security Cunning + Psychology Medical + Security Integrity X2 Combat + Communications Psychology + Medical Integrity + Security Integrity + Cunning Diplomacy X2 Security + Combat Medical + Biology Cunning + Astrogation Cunning + Psychology Ancient Defense System Dimensional Rift Hostile Natives 5-6 Ship Speed X2 or Astrogation X2 Ship Speed or Astrogation X2 Computers + Communications or Ship Shields X2 Cunning + Astrogation Diplomacy + Communications or Combat + Security Ship Shields + Ship Weapons x2 Security X2 or Combat X2 or Biology X2 Integrity + Psychology Physics Computers + Psychology Communications + Diplomacy or Ship Speed X2 Combat X2 Cunning + Engineering Computers + Engineering Security

3 4 5

Space Pirates Time Loop World Eater

Enigma Radiation Leak Brain parasites

Alien Mind Control Psycho Experiment Penal Colony Alien Mind Trap Alien Slave Traders Love Interest Traitor

Psychology + Terrorist Communications Integrity and Psychology Cunning + Security Integrity + Psychology Cunning + Combat Integrity Integrity + Psychology Physics + Biology Alien Shapeshifter Xeno Infestation Alien Collector Exotic Narcotic Court Martial Trial Tech Scavengers Alien Possession Hedonist Society Murder Trial Disturb Cosmic Entity Assassin Fungal Spores Event Horizon Nemesis Abduction Teleportation Accident Test of Honor Death Star

Drax Battlecruiser Alien Predator Alien Parasite Planetary Volcanism Computers Society Neutral Zone Trespass Duel to the Death Mad Scientist Rogue Android Stowaway Cyborg Menace

7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

Terraforming Disaster Hostage Security X2 situation Deadly Computer Computers X2 Virus Cunning + Space Gypsies Diplomacy Security + Rebel Saboteur Engineering Core Meltdown Naked Singularity Religious Fanatics Hostage Situation Hologram Asteroid Field Civil War Engineering X2 Physics + Astrogation Diplomacy + Combat Security + Psychology or Security + Diplomacy Computers Astrogation + Ship Shields Ship Weapons + Ship Speed + Cunning

Computers + Cunning Criminal Security + Mastermind Cunning Computers + Nanotech Swarm Engineering Combat + Evil Duplicate Psychology Shipwreck Security + Survivors Medical Biology X2 or Medical + Biology

Communications De-evolution + Security Engineering + Medical Integrity + Combat Cunning + Ship Weapons Exponential Growth Choose Chancellor

Biology + Computers Diplomacy x2 + Security Ship Weapons + Last Star Fighter Ship Shields + Ship Speed

FAILURE TABLE 1D6 Result 1-2 Ship Damaged 3-4 Mission Delayed 5-6 Crewmember Killed MISHAP TABLE 1D6 1 2 3 4 5 6 Gullibility Computer Bug Arrogance Unknown to Science Alien Power Drain Science Officer 1-2 Cunning Computers Diplomacy Physics Ship Shields Weapons are Useless Give in to Temptation Malfunction Medical Error Allergies 3-4 Ship Weapons Integrity Engineering Medical Biology All Technical skills Hesitate Lax Security Mathematical Error Xenophobia Lost Sleep Ships Captain 5-6 Combat Security Astrogation Communication s Psychology All Captains skills Effect The Ship loses 2 random systems Miss next Turn 1 Random Crewmember killed

All Science skills Chief Engineer

Campaign 1 DRAX CAMPAIGN

The final conflict to decide who will rule the galaxy, has begun! SETUP As per the Standard Game but all Ships Systems come from the Wartime Ship Systems Table. In addition, the player also receives 2 additional Ships that form his fleet. a. One Destroyer-class ship with 2 systems from the Wartime Ship Systems Table. b. One Light Cruiser-class with 4 systems from the Wartime Ship Systems Table. c. Your Science Officer can be replaced with a Tactical Officer who has 2 skills from the Command Table. d. You have 3 Specialists each with one skill each. Roll 1D6 (1-3 Technical, 4-6 Ship Systems) Your other two ships do not have extraordinary officers. All three ships may combine their abilities to successfully defeat Threats and accomplish Missions. WARTIME SHIP SYSTEMS TABLE 1D6 Ship System 1 2 3 4 5 6 Ship Shields Ship Weapons Ship Speed Combat Cunning (Flag Bridge) Pick one

OBJECTIVE Successfully complete your Missions in order to defeat the Drax. The War Timeline tracks your victory and defeats, with each one affecting the final outcome of the war. The War Timeline begins at the center display. At the end of every Mission Phase, update the War Timeline: a. for every Completed Mission, advance the War Timeline by 1. b. for every Failed Mission, lower the War Timeline by 1. When a War Timeline display shows a number, the player rolls 1D6: if the result falls between the displayed numbers, the war ends with victory going to the displayed side.
DRAX (1-3) DRAX (1-2) DRAX (1) MINOR LOSSES MINOR LOSSES STALEMATE WAR STALEMATE MINOR VICTORY MINOR VICTORY PLAYER (6) PLAYER (5-6) PLAYER (4-6)

MISSION PHASE If you remain at Starbase, you may replace any killed Crewmembers and repair damage to one ship, or replace a ship lost in battle. Roll once on the Wartime Mission Table. For each ship in the players fleet, roll once on the Wartime Aid Table. ACTION PHASE All Mission have 1D6/2 threats, use the Wartime Threat Table. Mishaps only occur on a roll of (6) for each Threat. Use Wartime Failure Table for failure verses Wartime Threats only.

WARTIME MISSION TABLE 1D4 1 2 3 4 Negotiate Alliance Escort Military Raiders Reconnaissance 1-2 Diplomacy + Cunning Ship Speed + Ship Weapons Cunning + Combat x2 Security + Astrogation 3-4 Rescue Prisoners Distress Signal Espionage Combat + Cunning Border Patrol 5-6 Ship Shields + Ship Weapons Ship Speed + Ship Weapons x2 Diplomacy + Communications + Cunning Ship Speed x2 + Combat x2

Communications Border Raid + Ship Speed Cunning x2 Peace Talk

Ship Weapons Starbase Assault x3 + Ship Shields Piracy x2 + Cunning

WARTIME AID TABLE 1D4 1 2 3 4 Mark V Torpedo Double Front Turbolasers Destroyer 1-2 Ship Weapons Ship Shields Ship Weapons Ship Shields + Ship Weapons Starfighter Squadron Surprise Attack High Command Destroyer 3-4 Ship Speed x2 + Ship Weapons Combat + Cunning Cunning x2 Ship Shields + Ship Weapons Tactics Red Alert Deflector Array Marines 5-6 Ship Speed Security + Ship Shields Ship Shields x2 Combat x2 + Cunning

WARTIME THREAT TABLE Roll 1D6: 1-5 use Wartime Table, 6 use Standard Threat Table. 1D4 1 2 3 4 Drax Battlecruiser Space Pirates Drax Flotilla Rebel Saboteur 1-2 Ship Shields + Ship Weapons x2 Security + Combat (Ship Shields + Ship Weapons +Ship Speed) x2 Security + Engineering Drax Battlecruiser Drax Task Force Assassin Drax Fleet 3-4 Ship Shields + Ship Weapons x2 (Ship Shields + Ship Weapons) x2 Security + Combat (Ship Shields + Ship Weapons + Ship Speed) x3 Drax Fighter Squadron Traitor Drax Legion Nemesis 5-6 Ship Speed x2 + Ship Weapons Integrity + Psychology (Combat + Cunning) x2 Cunning + Psychology

WARTIME FAILURE TABLE If all the systems aboard a ship are lost, then the ship is considered destroyed. 1D6 Result 1-4 One Ship Damaged 1-3)Players Ship, 4-5)Light Cruiser, 6)Destroyer. Ship loses 1D6/2 systems 5-6 Crewmember Killed: 1 Random Crewmember killed

Campaign 2 A LONG WAY HOME

One lone Starship begins a desperate journey across the cosmos searching for a way home SETUP As per the Standard game: 1 Ship with 6 Systems, a Captain, a Science Officer, a Chief Engineer, and 3 Specialist. OBJECTIVE To successfully return HOME. For each successfully completed Mission, you gain 1 Journey Point. For every 6 Journey Points, you may roll on the Journeys End Table, with a +1 bonus every additional 6 Journey Points. The cost to roll and the bonus received is subtracted from your point total. JOURNEYS END TABLE 2D6 2 3 4 5 6 7 8 9 10 11 12 Result Catastrophe!! (roll twice one the Threat Table, failure results in loss of ALL Journey Points) Lone wolf (next 2 Missions get no Aid roll) Darkest days (roll once on Threat Table: failure results in 1 Journey Point) Too much for some (one random Crewmember out of action until revived) Dangerous ground (next Mission has 1D6-1 Threats) Your Journey continues Never give up, never surrender (next Crewmember to be revived gets +2 roll) Clear sailing (next Mission has no Threats) A Friend in need (roll once on the Aid Table, permanently add to your ships abilities) A New Hope (roll once on Threat Table: success +1 Journey Point, roll again on this Table) All Good Things (roll once on Threat Table, success means youve made it HOME!!)

MISSION PHASE Because you are far from home, your Ships Systems can not automatically be repaired, and new Crewmembers must be drawn from the members of the crew. 1. For each Ship System you try to repair roll 1D6: 5+ System repaired (add +1 for each Engineer skill and +1 for the System matching skill (i.e. Ship Weapons skill to repair Ships Weapons System) 2. Crewmembers may be revived on a one-time roll of 6, add +1 for each Medical, Computers, or Biology skill. 3. Replacement crewmen come from your 3 Specialist, pick the one you are promoting and have them roll once on the appropriate Crew Skill Table (i.e. Science Table if replacing the Science Officer). 4. A replacement Captain comes from either your Science Officer or Chief Engineer with an additional roll on the Command Table. 5. Surviving Crewmembers earn new Skills after each successful mission on a roll of 6. A new Skill may come from ANY Crew Skill Table. 6. Attempted repair and crew replacement does not penalize the player with a missed turn. 7. Roll once on the Journey Mission Table. 8. Roll twice on the Aid Table. ACTION PHASE No change from the Standard game.

JOURNEY MISSION TABLE D12 1 2 3 4 5 6 7 8 9 10 11 12 Restock supply 1-2 Medical 3-4 Evacuate Colony Ship Speed X2 Strange New World Mediate Dispute Crystal Breakdown Isolationist World Biology + Physics Chart Star Cluster Diplomatic Mission 5-6 Astrogation X2 Diplomacy X2 Diplomacy + Integrity Communications X2 Security + Communications Engineering Medical + Psychology Security + Cunning Astrogation + Physics Ship Speed + Medical Ship Speed + Ship Weapons Integrity + Psychology

Stable wormhole Physics x2 Hijacking Trade Negotiations Rescue Mission Sleeper Ship Reconnaissance Plague Ship Security X2 Diplomacy + Cunning Medical + Security + Engineering

Diplomacy + Peace Talks Communications Engineering Ship Shields + Ship Weapons First Contact Crew Runaways

Communications Distress Signal + Psychology Astrogation + Security Medical + Ship Weapons Gauntlet Bug Hunt Overhaul Drive Lost Ship

Communications Salvage Space + Speed Hulk Ship Speed + Ship Weapons Combat + Biology Assist Refugees Retrieval

Overlord Returns Cunning X2 Inhuman Ally Biology + Diplomacy

Astrogation x2 + Survey Mission Engineering Security + Astrogation Ship Shields + Ship Weapons + Integrity Race to a Cure Pursue Military Raiders

Investigate Alien Communications Forgotten War Ruins + Engineering Crystal Traveller Computers + Diplomacy Shore Leave

Physical Science Paradise Lost + Diplomacy

FAILURE RESULT TABLE 1D6 Result 1-3 Ship Damaged. The Ship loses 1D6/3 random Systems 4-5 Crewmember Killed. 1 Random Crewmember killed 6 Lost in the Dark. Lose 1 Journey Point

Campaign 3 A CAMPAIGN OF TERROR


SETUP No change from the Standard Game.

An Horror from beyond the Galaxy threatens to devourer all Life!

OBJECTIVE Defeat the Alien Horror threatening the Human Colonies before they fall to the invaders. To defeat the Aliens, you must first develop the means to defeat them. For every successful Mission you get 1D6 Victory Points; add the total to your running tally. Once your score reaches 30, youve found the key to defeating the Alien terror and victory is yours!! MISSION PHASE No change to Standard Game except that the longer the Alien terror has to expand its reach into our galaxy, the greater its threat and the fewer resources are available to help you. The following chart shows the Aid rolls and Threat rolls for missions during the current turn. Turn Aid 1 3 6 9 12 15 18 21 2 rolls 2 rolls on 2-6 2 rolls on 3-6 2 rolls on 4-6 2 rolls on 5-6 2 rolls on 6 1 roll on 6 n/a Threat (Terror wins) 1D6-3 1D6-2 1D6-1 1D6 1D6 1D6 (1) 1D6 (1-2) 1D6 (1-3)

HORROR MISSION TABLE 1D4 1 2 3 4 1-2 Evacuate Colony Ship Speed X2 Hive Landing Reconnaissance Plague Ship Ship Weapons + Combat Astrogation + Security Medical + Ship Weapons Terror Planet Distress Signal Escort Bug Hunt 3-4 Physics + Cunning Communications + Speed Ship Speed + Ship Weapons Combat + Biology Rescue Mission Salvage Space Hulk Assist Refugees Take Sample 5-6 Medical + Engineering Engineering + Psychology Medical + Psychology Medical + Combat

HORROR THREAT TABLE 1D4 1 2 3 4 Planetary Survivors Mind Trap Crew Possession Vigilantly Fanatics 1-2 Security + Medical Psychology x2 Psychology + Medical Diplomacy + Combat 3-4 Living Nightmare Terror Evolution Doppelganger Planetary Infestation Combat + Security Medical + Computers Biology + Cunning Biology + Security Terror Mind Control Terror Spores Terror Predator Crew Parasite 5-6 Psychology + Communications Medical + Biology (Security or Combat or Biology) X2 Integrity + Psychology